Dual MC30 list

By Irishmadcat, in Star Wars: Armada Fleet Builds

So My friend loves MC30 but only uses them with Ackbar. Is there a good list for the MC30 with another admiral ( he has 2). Want to introduce a teaching moment with our game tomorrow.

Never tried anything like it, but I think Sato would work quite well with full black side arcs

Mc30s work with a range of admirals!

What other ships to fly with them?

I had a massively successful game last friday using a two MC30s and Sato.

http://armadawarlords.hivelabs.solutions/view_list.php?token=78866&key=2fddbab6e7092bba1536cabb298da9e2

Basically it let me throw up to 3 black dice at long range, I had ordinace experts to confirm the assault protons, and if I was feeling lucky I took a red and two blacks so I could turbolaser reroute. With my bomber screen I was able to pop shields really quick, he flew his small ships to close range and my mc30's popped them like balloons with 6 black dice and APTs

This build is lot of fun.

MC30c's and commanders:

Mothma:Hard as hell to kill. Double evades and their titles mesh so well with her.

Dodonna:Meshes well with their APTs to deal really bad crits.

Rieekan: F Rieekan, wash your mouth out with soap for even thinking of using him. But seriously the normal "zombie" advantage applies. It is getting its shot off no matter the enemy roll. And many times they will survive a single massive volley to shields.

Ackbar: Lots-o-dice from them side arcs. It is often easy to threaten ships on either side with them too.

Sato: 5 rerollable blacks from a side arc, yessir.

Madine: put them wherever you want. A tremendous advantage at speed 4.

1 hour ago, Ginkapo said:

Mc30s work with a range of admirals!

What other ships to fly with them?

I have pretty much 2 of everything except liberty and pelta so whatever people think is forgiving. Just one to show him the ships have other options other than ackbar

1 hour ago, Darth Sanguis said:

I had a massively successful game last friday using a two MC30s and Sato.

http://armadawarlords.hivelabs.solutions/view_list.php?token=78866&key=2fddbab6e7092bba1536cabb298da9e2

Basically it let me throw up to 3 black dice at long range, I had ordinace experts to confirm the assault protons, and if I was feeling lucky I took a red and two blacks so I could turbolaser reroute. With my bomber screen I was able to pop shields really quick, he flew his small ships to close range and my mc30's popped them like balloons with 6 black dice and APTs

This build is lot of fun.

Looks cool. did you fidn the tactical experts that useful?How often is ECM needed with MC30?

29 minutes ago, CaribbeanNinja said:

MC30c's and commanders:

Mothma:Hard as hell to kill. Double evades and their titles mesh so well with her.

Dodonna:Meshes well with their APTs to deal really bad crits.

Rieekan: F Rieekan, wash your mouth out with soap for even thinking of using him. But seriously the normal "zombie" advantage applies. It is getting its shot off no matter the enemy roll. And many times they will survive a single massive volley to shields.

Ackbar: Lots-o-dice from them side arcs. It is often easy to threaten ships on either side with them too.

Sato: 5 rerollable blacks from a side arc, yessir.

Madine: put them wherever you want. A tremendous advantage at speed 4.

Thanks for the guide

31 minutes ago, Irishmadcat said:

Looks cool. did you fidn the tactical experts that useful?How often is ECM needed with MC30?

Tac experts in my opinion are essential for the mc30, especially at high speeds, to keep them at long range, or to hit an enemy at close and rush away to long range in time, which is basically the only place they can survive, you need to run a constant stream of navigation commands. Unfortunately despite their great speed without the commander to adjust yaw they simply lack in turning ability. Taking tac experts lets you play on easy-mode. set every dial for navigation a rest easy knowing if you land in the perfect spot and don't need to naviagte away, you can switch it to con fire and light 'em up.

In the match I played ecms were not all that necessary, and due to the defense tokens being doubles of redirect and evade, it's unlikely against medium sized ships that it would be all that necessary. However, I would not want to fly a set of MC30's against an ISD without ecms...

7 minutes ago, Darth Sanguis said:

Tac experts in my opinion are essential for the mc30, especially at high speeds, to keep them at long range, or to hit an enemy at close and rush away to long range in time, which is basically the only place they can survive, you need to run a constant stream of navigation commands. Unfortunately despite their great speed without the commander to adjust yaw they simply lack in turning ability. Taking tac experts lets you play on easy-mode. set every dial for navigation a rest easy knowing if you land in the perfect spot and don't need to naviagte away, you can switch it to con fire and light 'em up.

In the match I played ecms were not all that necessary, and due to the defense tokens being doubles of redirect and evade, it's unlikely against medium sized ships that it would be all that necessary. However, I would not want to fly a set of MC30's against an ISD without ecms...

Cool. Thanks for taking thew time. I think I'll try the list with a bit of variation.

After my games lastnight, I'd actually come to some of the same conclusions you came to. MC30's need nav commands but you also need to be able to smack sometimes. A small bit of difference is my squadron preferences. My opponent lastnight ran IG-88 and I found him thoroughly infuriating (with Fel and Dengar) so I incorporated Corran Horn to deal with it.

Because of my incorporation of Horn, I actually had to drop both titles (I had them initially) and I also include comms net on the lifeboat so it can feed tokens until it's time to bug out.

http://armadawarlords.hivelabs.solutions/view_list.php?token=78931&key=b2fde31f25a1bb4130f535b097709eaf

Edited by Sygnetix
15 minutes ago, Sygnetix said:

After my games lastnight, I'd actually come to some of the same conclusions you came to. MC30's need nav commands but you also need to be able to smack sometimes. A small bit of difference is my squadron preferences. My opponent lastnight ran IG-88 and I found him thoroughly infuriating (with Fel and Dengar) so I incorporated Corran Horn to deal with it.

Because of my incorporation of Horn, I actually had to drop both titles (I had them initially) and I also include comms net on the lifeboat so it can feed tokens until it's time to bug out.

http://armadawarlords.hivelabs.solutions/view_list.php?token=78931&key=b2fde31f25a1bb4130f535b097709eaf

Cool. But would have been better losing ecm rather than the Admonition title?

On 2/6/2017 at 1:26 PM, Darth Sanguis said:

Tac experts in my opinion are essential for the mc30, especially at high speeds, to keep them at long range, or to hit an enemy at close and rush away to long range in time, which is basically the only place they can survive, you need to run a constant stream of navigation commands. Unfortunately despite their great speed without the commander to adjust yaw they simply lack in turning ability. Taking tac experts lets you play on easy-mode. set every dial for navigation a rest easy knowing if you land in the perfect spot and don't need to naviagte away, you can switch it to con fire and light 'em up.

In the match I played ecms were not all that necessary, and due to the defense tokens being doubles of redirect and evade, it's unlikely against medium sized ships that it would be all that necessary. However, I would not want to fly a set of MC30's against an ISD without ecms...

So the reason for Tac Experts is great but let me tell you a thing: Skilled First Officer do this for 5 points less. So you always have a conc. fire/nav command or vice versa in your dial stack, so if you think you need a nav but you have a CF use the SFO and now you have a nav. It's a one time use but chances are you only need it once. Plus in the next command phase you can set 2 dials!

Why isnt Cracken mentioned at all as possible admiral? I had a lot of succes with dual mc30-s with Cracken backed up by trc corvettes and transport.

I LOOOOVE MC30s adn they are working with nearly everyone out there, so a dual list is absolutely a possibility. I1m using them with an Entrapment Pelta, a TRC90 and Madine. I love circling around VSDs :D

On 2/6/2017 at 5:03 PM, Irishmadcat said:

Cool. But would have been better losing ecm rather than the Admonition title?

I find that usually I end up discarding evade since the mc30 needs to be close and in black range it starts to become worthless. Meanwhile, not being able to redirect suuuuucks.

On 2/7/2017 at 8:13 PM, GalacticFister said:

So the reason for Tac Experts is great but let me tell you a thing: Skilled First Officer do this for 5 points less. So you always have a conc. fire/nav command or vice versa in your dial stack, so if you think you need a nav but you have a CF use the SFO and now you have a nav. It's a one time use but chances are you only need it once. Plus in the next command phase you can set 2 dials!

Excellent point

Finally got to play this last night due to life. He learned some of the good stuff about MC30 but game was decided by him picking figther ambush ( with only 4 figthers) and not fearing MC30s enough. I used the following modified from the above list. Thanks for the help all

Sato and the sploders Modified from Darth Sanguis List
Author: Irishmadcat

Faction: Rebel Alliance
Points: 400/400

Commander: Commander Sato

Assault Objective: Precision Strike
Defense Objective: Fighter Ambush
Navigation Objective: Minefields

MC30c Scout Frigate (69 points)
- Admonition ( 8 points)
- Lando Calrissian ( 4 points)
- Ordnance Experts ( 4 points)
- Assault Proton Torpedoes ( 5 points)
= 90 total ship cost

GR-75 Medium Transports (18 points)
- Expanded Hangar Bay ( 5 points)
- Bomber Command Center ( 8 points)
= 31 total ship cost

[ flagship ] GR-75 Medium Transports (18 points)
- Commander Sato ( 32 points)
- Expanded Hangar Bay ( 5 points)
= 55 total ship cost

MC30c Scout Frigate (69 points)
- Foresight ( 8 points)
- Skilled First Officer ( 1 points)
- Ordnance Experts ( 4 points)
- Turbolaser Reroute Circuits ( 7 points)
- Assault Proton Torpedoes ( 5 points)
= 94 total ship cost

2 X-Wing Squadrons ( 26 points)
1 HWK-290 ( 12 points)
1 Norra Wexley ( 17 points)
3 Y-Wing Squadrons ( 30 points)
3 VCX-100 Freighters ( 45 points)

4 hours ago, Irishmadcat said:

Finally got to play this last night due to life. He learned some of the good stuff about MC30 but game was decided by him picking figther ambush ( with only 4 figthers) and not fearing MC30s enough. I used the following modified from the above list. Thanks for the help all

Sato and the sploders Modified from Darth Sanguis List
Author: Irishmadcat

Faction: Rebel Alliance
Points: 400/400

Commander: Commander Sato

Assault Objective: Precision Strike
Defense Objective: Fighter Ambush
Navigation Objective: Minefields

MC30c Scout Frigate (69 points)
- Admonition ( 8 points)
- Lando Calrissian ( 4 points)
- Ordnance Experts ( 4 points)
- Assault Proton Torpedoes ( 5 points)
= 90 total ship cost

GR-75 Medium Transports (18 points)
- Expanded Hangar Bay ( 5 points)
- Bomber Command Center ( 8 points)
= 31 total ship cost

[ flagship ] GR-75 Medium Transports (18 points)
- Commander Sato ( 32 points)
- Expanded Hangar Bay ( 5 points)
= 55 total ship cost

MC30c Scout Frigate (69 points)
- Foresight ( 8 points)
- Skilled First Officer ( 1 points)
- Ordnance Experts ( 4 points)
- Turbolaser Reroute Circuits ( 7 points)
- Assault Proton Torpedoes ( 5 points)
= 94 total ship cost

2 X-Wing Squadrons ( 26 points)
1 HWK-290 ( 12 points)
1 Norra Wexley ( 17 points)
3 Y-Wing Squadrons ( 30 points)
3 VCX-100 Freighters ( 45 points)

Very cool! any pictures or a battle report? How'd ya do?

No pictures sadly.

He had Madine, MC80 Assualt crusier, Assault Frigate Mark II A transport with jamming field. he had 2 YT 2400 and 2 lancer for fighter cover. He deployed all ship close together heading to the right starting in the left corner. I had admo head straight across the nose of the MC80 and Foresight head parallel to their path. The bomber ball stripped some shields turn 1 from the AFMKII then they got mixed up with the cover. Turn 2 the hwk went down to AA fire and a YT jumping past the escorts. However the x-wings had the other fighters tied up. The BCC flotilla got past the line just losing its scatter. and the remaining bombers continued to pick at the AFKII. The jamign field flottila hit asteroids and took a structural damage. The MC80 attempted to block off admo. It took 2 crits and lost most of its shields and it brace token for its troubles. The AFKII took a crit from foresight and the an xwing was lost as well as a lancer. Turn 3 The flottlla ran into admo blowing up, The MC80 had all its hits rerolled and onlky did one strutural damage at black range. Admo blew it away in response. The fighter mess continued with no losses either side. Turn 4 the AFK II had no where to run but the guns of the MC30s with preditabel results.

My opponent was sure running naked MC30 was best. This game should him some upgrade options

I ran Foresight and Admonition on Tuesday, each loaded out with RBDs, Xi7s, APTS, OEs, along with Derlin for Foresight and Walex Blissex for Admonition, Mothma as admiral.

Amazing the amount of punishment they can take. Allowed me hurtle headlong into an enemy (Rebel) fleet with confidence and come out the other side pretty much in one piece. RBDs really give them extra mileage.

Pretty much everything has been said here.. my personal best experinces: Mothma with dual titkes and Sato.. APT at long range: Check. 5 Blacks (+APT) at close range: also Check!

Every dual MC30 list is a good list IMO :)

Something I concocted when wave 3 and 4 came out, but has not come around to play yet myself.

http://armadawarlords.hivelabs.solutions/view_list.php?token=49685&key=1589ea6fac28ebd03714a888588ac776

The main advantage with Garm in this list, is that Interdictors zero speed zone is not stopping this fleet from moving at speed 2 in turn one.

Tactic to be used: head on attack with the MC30's first, followed by the MC80 to finish of ships the MC30's had damaged. GR-75 is to act as Carrier, directing Tycho and the A-wings to stall enemy sqds for at least two turns, to buy time for the two MC30's and MC80 to their job.

One guy at the tournament I was in the other day used 2 mc30's, one was Admonition, 2 corvettes with engine techs and reinforced blast doors, 3 transports and reiken. He came in first.